actor ClassBase1 : ClassBase0
{
States
{
//MM0

//MM1//MM1//MM1//MM1//MM1
//MM1//MM1//MM1//MM1//MM1
Pain.RollingCutter:
"----" H 0 A_JumpIfInventory("RollingCutterWeakness",1,1)
goto "ClassBase0::Pain.RollingCutter"
"----" H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.RollingCutter"
Pain.SuperArm:
PLAY H 0 A_JumpIfInventory("SuperArmWeakness",1,1)
goto "ClassBase0::Pain.SuperArm"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SuperArm"
Pain.IceSlasher:
PLAY H 0 A_JumpIfInventory("IceSlasherWeakness",1,1)
goto "ClassBase0::Pain.IceSlasher"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.IceSlasher"
Pain.IceSlashSlow:
PLAY H 0 A_JumpIfInventory("IceSlasherWeakness",1,1)
goto "ClassBase0::Pain.IceSlashSlow"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.IceSlashSlow"
Pain.HyperBomb:
PLAY H 0 A_JumpIfInventory("HyperBombWeakness",1,1)
goto "ClassBase0::Pain.HyperBomb"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.HyperBomb"
Pain.FireStorm:
PLAY H 0 A_JumpIfInventory("FireStormWeakness",1,1)
goto "ClassBase0::Pain.FireStorm"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FireStorm"
Pain.FireSpin:
PLAY H 0 A_JumpIfInventory("FireStormWeakness",1,1)
goto "ClassBase0::Pain.FireSpin"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FireSpin"
Pain.ThunderBeam:
PLAY H 0 A_JumpIfInventory("ThunderBeamWeakness",1,1)
goto "ClassBase0::Pain.ThunderBeam"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.ThunderBeam"
Pain.TimeSlow:
PLAY H 0 A_JumpIfInventory("TimeSlowWeakness",1,1)
goto "ClassBase0::Pain.TimeSlow"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.TimeSlow"
Pain.OilSlider:
PLAY H 0 A_JumpIfInventory("OilSliderWeakness",1,1)
goto "ClassBase0::Pain.OilSlider"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.OilSlider"
Pain.OilFlame:
PLAY H 0 A_JumpIfInventory("OilSliderWeakness",1,1)
goto "ClassBase0::Pain.OilFlame"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.OilFlame"
//MM1//MM1//MM1//MM1//MM1
//MM1//MM1//MM1//MM1//MM1
/////////////////////////
//MM2//MM2//MM2//MM2//MM2
//MM2//MM2//MM2//MM2//MM2
Pain.MetalBlade:
PLAY H 0 A_JumpIfInventory("MetalBladeWeakness",1,1)
goto "ClassBase0::Pain.MetalBlade"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.MetalBlade"
Pain.AirShooter:
PLAY H 0 A_JumpIfInventory("AirShooterWeakness",1,1)
goto "ClassBase0::Pain.AirShooter"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.AirShooter"
Pain.BubbleLead:
PLAY H 0 A_JumpIfInventory("BubbleLeadWeakness",1,1)
goto "ClassBase0::Pain.BubbleLead"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.BubbleLead"
Pain.QuickBoomerang:
PLAY H 0 A_JumpIfInventory("QuickBoomerangWeakness",1,1)
goto "ClassBase0::Pain.QuickBoomerang"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.QuickBoomerang"
Pain.CrashBomb:
PLAY H 0 A_JumpIfInventory("CrashBombWeakness",1,1)
goto "ClassBase0::Pain.CrashBomb"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.CrashBomb"
Pain.Clash:
PLAY H 0 A_JumpIfInventory("CrashBombWeakness",1,1)
goto "ClassBase0::Pain.Clash"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.Clash"
Pain.TimeStop:
PLAY H 0 A_JumpIfInventory("TimeStopperWeakness",1,1)
goto "ClassBase0::Pain.TimeStop"
//PLAY H 0 A_GiveInventory("SuperEffective",3)
PLAY H 0 A_SpawnItem("PainFX3")
goto "ClassBase0::Pain.TimeStop"
Pain.AtomicFireB:
PLAY H 0 A_JumpIfInventory("AtomicFireWeakness",1,1)
goto "ClassBase0::Pain.AtomicFireB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.AtomicFireB"
Pain.AtomicFire1:
PLAY H 0 A_JumpIfInventory("AtomicFireWeakness",1,1)
goto "ClassBase0::Pain.AtomicFire1"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.AtomicFire1"
Pain.AtomicFire2:
PLAY H 0 A_JumpIfInventory("AtomicFireWeakness",1,1)
goto "ClassBase0::Pain.AtomicFire2"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.AtomicFire2"
Pain.AtomicFire3:
PLAY H 0 A_JumpIfInventory("AtomicFireWeakness",1,1)
goto "ClassBase0::Pain.AtomicFire3"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.AtomicFire3"
Pain.LeafShield:
PLAY H 0 A_JumpIfInventory("LeafShieldWeakness",1,1)
goto "ClassBase0::Pain.LeafShield"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.LeafShield"
Pain.LeafFall:
PLAY H 0 A_JumpIfInventory("LeafShieldWeakness",1,1)
goto "ClassBase0::Pain.LeafFall"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.LeafFall"
//MM2//MM2//MM2//MM2//MM2
//MM2//MM2//MM2//MM2//MM2
/////////////////////////
//MM3//MM3//MM3//MM3//MM3
//MM3//MM3//MM3//MM3//MM3
Pain.NeedleCannon:
PLAY H 0 A_JumpIfInventory("NeedleCannonWeakness",1,1)
goto "ClassBase0::Pain.NeedleCannon"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.NeedleCannon"
Pain.NeedleCannonB:
PLAY H 0 A_JumpIfInventory("NeedleCannonWeakness",1,1)
goto "ClassBase0::Pain.NeedleCannonB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.NeedleCannonB"
Pain.MagnetMissile:
PLAY H 0 A_JumpIfInventory("MagnetMissileWeakness",1,1)
goto "ClassBase0::Pain.MagnetMissile"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.MagnetMissile"
Pain.MagPush:
PLAY H 0 A_JumpIfInventory("MagnetMissileWeakness",1,1)
goto "ClassBase0::Pain.MagPush"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.MagPush"
Pain.GeminiLaser:
PLAY H 0 A_JumpIfInventory("GeminiLaserWeakness",1,1)
goto "ClassBase0::Pain.GeminiLaser"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.GeminiLaser"
Pain.HardKnuckle:
PLAY H 0 A_JumpIfInventory("HardKnuckleWeakness",1,1)
goto "ClassBase0::Pain.HardKnuckle"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.HardKnuckle"
Pain.TopSpin:
PLAY H 0 A_JumpIfInventory("TopSpinWeakness",1,1)
goto "ClassBase0::Pain.TopSpin"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.TopSpin"
Pain.TopSpinB:
PLAY H 0 A_JumpIfInventory("TopSpinWeakness",1,1)
goto "ClassBase0::Pain.TopSpinB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.TopSpinB"
Pain.TopSpinC:
PLAY H 0 A_JumpIfInventory("TopSpinWeakness",1,1)
goto "ClassBase0::Pain.TopSpinC"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.TopSpinC"
Pain.SearchSnake:
PLAY H 0 A_JumpIfInventory("SearchSnakeWeakness",1,1)
goto "ClassBase0::Pain.SearchSnake"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SearchSnake"
Pain.SparkShock:
PLAY H 0 A_JumpIfInventory("SparkShockWeakness",1,1)
goto "ClassBase0::Pain.SparkShock"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SparkShock"
Pain.SparkShockW:
PLAY H 0 A_JumpIfInventory("SparkShockWeakness",1,1)
goto "ClassBase0::Pain.SparkShockW"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SparkShockW"
Pain.ShadowBlade:
PLAY H 0 A_JumpIfInventory("ShadowBladeWeakness",1,1)
goto "ClassBase0::Pain.ShadowBlade"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.ShadowBlade"
//MM3//MM3//MM3//MM3//MM3
//MM3//MM3//MM3//MM3//MM3
/////////////////////////
//MM4//MM4//MM4//MM4//MM4
//MM4//MM4//MM4//MM4//MM4
Pain.FlashStopper:
PLAY H 0 A_JumpIfInventory("FlashStopperWeakness",1,1)
goto "ClassBase0::Pain.FlashStopper"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FlashStopper"
Pain.BrightB:
PLAY H 0 A_JumpIfInventory("FlashStopperWeakness",1,1)
goto "ClassBase0::Pain.BrightB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.BrightB"
Pain.FlashBulb:
PLAY H 0 A_JumpIfInventory("FlashStopperWeakness",1,1)
goto "ClassBase0::Pain.FlashBulb"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FlashBulb"
Pain.RainFlush:
PLAY H 0 A_JumpIfInventory("RainFlushWeakness",1,1)
goto "ClassBase0::Pain.RainFlush"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.RainFlush"
Pain.RainFlushWeak:
PLAY H 0 A_JumpIfInventory("RainFlushWeakness",1,1)
goto "ClassBase0::Pain.RainFlushWeak"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.RainFlushWeak"
Pain.DrillBomb:
PLAY H 0 A_JumpIfInventory("DrillBombWeakness",1,1)
goto "ClassBase0::Pain.DrillBomb"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.DrillBomb"


/*Pain.PharaohShot:
PLAY H 0 A_JumpIfInventory("PharaohShotWeakness",1,1)
goto "ClassBase0::Pain.PharaohShot"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.PharaohShot"*/
Pain.PharaohShot1:
PLAY H 0 A_JumpIfInventory("PharaohShotWeakness",1,1)
goto "ClassBase0::Pain.PharaohShot1"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.PharaohShot1"
Pain.PharaohShot2:
PLAY H 0 A_JumpIfInventory("PharaohShotWeakness",1,1)
goto "ClassBase0::Pain.PharaohShot2"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.PharaohShot2"
Pain.PharaohShot3:
PLAY H 0 A_JumpIfInventory("PharaohShotWeakness",1,1)
goto "ClassBase0::Pain.PharaohShot3"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.PharaohShot3"
Pain.PharaohHold:
PLAY H 0 A_JumpIfInventory("PharaohShotWeakness",1,1)
goto "ClassBase0::Pain.PharaohHold"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.PharaohHold"
Pain.RingBoomerang:
PLAY H 0 A_JumpIfInventory("RingBoomerangWeakness",1,1)
goto "ClassBase0::Pain.RingBoomerang"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.RingBoomerang"
Pain.DustCrusher:
PLAY H 0 A_JumpIfInventory("DustCrusherWeakness",1,1)
goto "ClassBase0::Pain.DustCrusher"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.DustCrusher"
Pain.DustCrusherBit:
PLAY H 0 A_JumpIfInventory("DustCrusherWeakness",1,1)
goto "ClassBase0::Pain.DustCrusherBit"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.DustCrusherBit"
Pain.DiveMissile:
PLAY H 0 A_JumpIfInventory("DiveMissileWeakness",1,1)
goto "ClassBase0::Pain.DiveMissile"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.DiveMissile"
Pain.SkullBarrier:
PLAY H 0 A_JumpIfInventory("SkullBarrierWeakness",1,1)
goto "ClassBase0::Pain.SkullBarrier"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SkullBarrier"
Pain.SkullSniperX:
Pain.SkullSniper:
PLAY H 0 A_JumpIfInventory("SkullBarrierWeakness",1,1)
goto "ClassBase0::Pain.SkullSniper"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SkullSniper"
//MM4//MM4//MM4//MM4//MM4
//MM4//MM4//MM4//MM4//MM4
/////////////////////////
//MM5//MM5//MM5//MM5//MM5
//MM5//MM5//MM5//MM5//MM5
Pain.GravityHold:
PLAY H 0 A_JumpIfInventory("GravityHoldWeakness",1,1)
goto "ClassBase0::Pain.GravityHold"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.GravityHold"
Pain.GravityB1:
PLAY H 0 A_JumpIfInventory("GravityHoldWeakness",1,1)
goto "ClassBase0::Pain.GravityB1"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.GravityB1"
Pain.GravityT1:
PLAY H 0 A_JumpIfInventory("GravityHoldWeakness",1,1)
goto "ClassBase0::Pain.GravityT1"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.GravityT1"
Pain.GravityS1:
PLAY H 0 A_JumpIfInventory("GravityHoldWeakness",1,1)
goto "ClassBase0::Pain.GravityS1"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.GravityS1"
Pain.GravityB2:
PLAY H 0 A_JumpIfInventory("GravityHoldWeakness",1,1)
goto "ClassBase0::Pain.GravityB2"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.GravityB2"
Pain.WaterWave:
PLAY H 0 A_JumpIfInventory("WaterWaveWeakness",1,1)
goto "ClassBase0::Pain.WaterWave"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.WaterWave"
Pain.PowerStone:
PLAY H 0 A_JumpIfInventory("PowerStoneWeakness",1,1)
goto "ClassBase0::Pain.PowerStone"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.PowerStone"
Pain.GyroAttack:
PLAY H 0 A_JumpIfInventory("GyroAttackWeakness",1,1)
goto "ClassBase0::Pain.GyroAttack"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.GyroAttack"
Pain.StarCrash:
PLAY H 0 A_JumpIfInventory("StarCrashWeakness",1,1)
goto "ClassBase0::Pain.StarCrash"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.StarCrash"
Pain.StarCrashB:
PLAY H 0 A_JumpIfInventory("StarCrashWeakness",1,1)
goto "ClassBase0::Pain.StarCrashB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.StarCrashB"
Pain.ChargeKick:
PLAY H 0 A_JumpIfInventory("ChargeKickWeakness",1,1)
goto "ClassBase0::Pain.ChargeKick"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.ChargeKick"
Pain.NapalmBomb:
PLAY H 0 A_JumpIfInventory("NapalmBombWeakness",1,1)
goto "ClassBase0::Pain.NapalmBomb"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.NapalmBomb"
Pain.NapalmBombB:
PLAY H 0 A_JumpIfInventory("NapalmBombWeakness",1,1)
goto "ClassBase0::Pain.NapalmBombB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.NapalmBombB"
Pain.CrystalEye:
PLAY H 0 A_JumpIfInventory("CrystalEyeWeakness",1,1)
goto "ClassBase0::Pain.CrystalEye"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.CrystalEye"
Pain.CrystalEyeBit:
PLAY H 0 A_JumpIfInventory("CrystalEyeWeakness",1,1)
goto "ClassBase0::Pain.CrystalEyeBit"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.CrystalEyeBit"
Pain.CrystalEyeBitB:
PLAY H 0 A_JumpIfInventory("CrystalEyeWeakness",1,1)
goto "ClassBase0::Pain.CrystalEyeBitB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.CrystalEyeBitB"
//MM5//MM5//MM5//MM5//MM5
//MM5//MM5//MM5//MM5//MM5
/////////////////////////
//MM6//MM6//MM6//MM6//MM6
//MM6//MM6//MM6//MM6//MM6
Pain.BlizzardAttack:
PLAY H 0 A_JumpIfInventory("BlizzardAttackWeakness",1,1)
goto "ClassBase0::Pain.BlizzardAttack"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.BlizzardAttack"
Pain.CentaurFlash:
PLAY H 0 A_JumpIfInventory("CentaurFlashWeakness",1,1)
goto "ClassBase0::Pain.CentaurFlash"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.CentaurFlash"
Pain.CentaurArrow:
PLAY H 0 A_JumpIfInventory("CentaurFlashWeakness",1,1)
goto "ClassBase0::Pain.CentaurArrow"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.CentaurArrow"
Pain.CentaurShock:
PLAY H 0 A_JumpIfInventory("CentaurFlashWeakness",1,1)
goto "ClassBase0::Pain.CentaurShock"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.CentaurShock"
Pain.FlameBlast:
PLAY H 0 A_JumpIfInventory("FlameBlastWeakness",1,1)
goto "ClassBase0::Pain.FlameBlast"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FlameBlast"
Pain.FlameBlastB:
PLAY H 0 A_JumpIfInventory("FlameBlastWeakness",1,1)
goto "ClassBase0::Pain.FlameBlastB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FlameBlastB"
Pain.KnightCrush:
PLAY H 0 A_JumpIfInventory("KnightCrushWeakness",1,1)
goto "ClassBase0::Pain.KnightCrush"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.KnightCrush"
Pain.PlantBarrier:
PLAY H 0 A_JumpIfInventory("PlantBarrierWeakness",1,1)
goto "ClassBase0::Pain.PlantBarrier"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.PlantBarrier"
Pain.PlantDrain:
PLAY H 0 A_JumpIfInventory("PlantBarrierWeakness",1,1)
goto "ClassBase0::Pain.PlantDrain"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.PlantDrain"
Pain.SilverTomahawk:
PLAY H 0 A_JumpIfInventory("SilverTomahawkWeakness",1,1)
goto "ClassBase0::Pain.SilverTomahawk"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SilverTomahawk"
Pain.WindStorm:
PLAY H 0 A_JumpIfInventory("WindStormWeakness",1,1)
goto "ClassBase0::Pain.WindStorm"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.WindStorm"
Pain.WindStormPull:
PLAY H 0 A_JumpIfInventory("WindStormWeakness",1,1)
goto "ClassBase0::Pain.WindStormPull"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.WindStormPull"
Pain.WindStormPush:
PLAY H 0 A_JumpIfInventory("WindStormWeakness",1,1)
goto "ClassBase0::Pain.WindStormPush"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.WindStormPush"
Pain.YamatoSpear:
PLAY H 0 A_JumpIfInventory("YamatoSpearWeakness",1,1)
goto "ClassBase0::Pain.YamatoSpear"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.YamatoSpear"
//MM6//MM6//MM6//MM6//MM6
//MM6//MM6//MM6//MM6//MM6
/////////////////////////
//MM7//MM7//MM7//MM7//MM7
//MM7//MM7//MM7//MM7//MM7
Pain.FreezeCracker:
PLAY H 0 A_JumpIfInventory("FreezeCrackerWeakness",1,1)
goto "ClassBase0::Pain.FreezeCracker"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FreezeCracker"
Pain.FreezeCrackerB:
PLAY H 0 A_JumpIfInventory("FreezeCrackerWeakness",1,1)
goto "ClassBase0::Pain.FreezeCrackerB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FreezeCrackerB"
Pain.FreezeCrackerBit:
PLAY H 0 A_JumpIfInventory("FreezeCrackerWeakness",1,1)
goto "ClassBase0::Pain.FreezeCrackerBit"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FreezeCrackerBit"
Pain.JunkShield:
PLAY H 0 A_JumpIfInventory("JunkShieldWeakness",1,1)
goto "ClassBase0::Pain.JunkShield"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.JunkShield"
Pain.JunkShock:
PLAY H 0 A_JumpIfInventory("JunkShieldWeakness",1,1)
goto "ClassBase0::Pain.JunkShock"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.JunkShock"
Pain.JunkShot:
PLAY H 0 A_JumpIfInventory("JunkShieldWeakness",1,1)
goto "ClassBase0::Pain.JunkShot"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.JunkShot"
Pain.DangerWrap:
PLAY H 0 A_JumpIfInventory("DangerWrapWeakness",1,1)
goto "ClassBase0::Pain.DangerWrap"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.DangerWrap"
Pain.DangerTrap:
PLAY H 0 A_JumpIfInventory("DangerWrapWeakness",1,1)
goto "ClassBase0::Pain.DangerTrap"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.DangerTrap"
Pain.ThunderBolt:
PLAY H 0 A_JumpIfInventory("ThunderBoltWeakness",1,1)
goto "ClassBase0::Pain.ThunderBolt"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.ThunderBolt"
Pain.WildCoil:
PLAY H 0 A_JumpIfInventory("WildCoilWeakness",1,1)
goto "ClassBase0::Pain.WildCoil"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.WildCoil"
Pain.WildCoil2:
PLAY H 0 A_JumpIfInventory("WildCoilWeakness",1,1)
goto "ClassBase0::Pain.WildCoil2"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.WildCoil2"
Pain.SlashClaw:
PLAY H 0 A_JumpIfInventory("SlashClawWeakness",1,1)
goto "ClassBase0::Pain.SlashClaw"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SlashClaw"
Pain.NoiseCrush1:
PLAY H 0 A_JumpIfInventory("NoiseCrushWeakness",1,1)
goto "ClassBase0::Pain.NoiseCrush1"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.NoiseCrush1"
Pain.NoiseCrush2:
PLAY H 0 A_JumpIfInventory("NoiseCrushWeakness",1,1)
goto "ClassBase0::Pain.NoiseCrush2"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.NoiseCrush2"
Pain.ScorchWheel:
PLAY H 0 A_JumpIfInventory("ScorchWheelWeakness",1,1)
goto "ClassBase0::Pain.ScorchWheel"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.ScorchWheel"
Pain.ScorchWheelB:
PLAY H 0 A_JumpIfInventory("ScorchWheelWeakness",1,1)
goto "ClassBase0::Pain.ScorchWheelB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.ScorchWheelB"
//MM7//MM7//MM7//MM7//MM7
//MM7//MM7//MM7//MM7//MM7
/////////////////////////
//MM8//MM8//MM8//MM8//MM8
//MM8//MM8//MM8//MM8//MM8
Pain.TornadoHold:
PLAY H 0 A_JumpIfInventory("TornadoHoldWeakness",1,1)
goto "ClassBase0::Pain.TornadoHold"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.TornadoHold"
Pain.TornadoHoldB:
PLAY H 0 A_JumpIfInventory("TornadoHoldWeakness",1,1)
goto "ClassBase0::Pain.TornadoHoldB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.TornadoHoldB"
Pain.AstroCrush:
PLAY H 0 A_JumpIfInventory("AstroCrushWeakness",1,1)
goto "ClassBase0::Pain.AstroCrush"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.AstroCrush"
Pain.FlameSword:
PLAY H 0 A_JumpIfInventory("FlameSwordWeakness",1,1)
goto "ClassBase0::Pain.FlameSword"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FlameSword"
Pain.FlameSwordB:
PLAY H 0 A_JumpIfInventory("FlameSwordWeakness",1,1)
goto "ClassBase0::Pain.FlameSwordB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FlameSwordB"
Pain.FlameSwordSpark3:
PLAY H 0 A_JumpIfInventory("FlameSwordWeakness",1,1)
goto "ClassBase0::Pain.FlameSwordSpark3"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FlameSwordSpark3"
Pain.FlameSwordSpark2:
PLAY H 0 A_JumpIfInventory("FlameSwordWeakness",1,1)
goto "ClassBase0::Pain.FlameSwordSpark2"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FlameSwordSpark2"
Pain.FlameSwordSpark:
PLAY H 0 A_JumpIfInventory("FlameSwordWeakness",1,1)
goto "ClassBase0::Pain.FlameSwordSpark"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FlameSwordSpark"
Pain.ThunderClaw:
PLAY H 0 A_JumpIfInventory("ThunderClawWeakness",1,1)
goto "ClassBase0::Pain.ThunderClaw"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.ThunderClaw"
Pain.ThunderClawT:
PLAY H 0 A_JumpIfInventory("ThunderClawWeakness",1,1)
goto "ClassBase0::Pain.ThunderClawT"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.ThunderClawT"
Pain.ThunderClawG:
PLAY H 0 A_JumpIfInventory("ThunderClawWeakness",1,1)
goto "ClassBase0::Pain.ThunderClawG"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.ThunderClawG"
Pain.ThunderClawT2:
PLAY H 0 A_JumpIfInventory("ThunderClawWeakness",1,1)
goto "ClassBase0::Pain.ThunderClawT2"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.ThunderClawT2"
Pain.HomingSniper:
PLAY H 0 A_JumpIfInventory("HomingSniperWeakness",1,1)
goto "ClassBase0::Pain.HomingSniper"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.HomingSniper"
Pain.IceWave:
PLAY H 0 A_JumpIfInventory("IceWaveWeakness",1,1)
goto "ClassBase0::Pain.IceWave"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.IceWave"
Pain.IceWaveB:
PLAY H 0 A_JumpIfInventory("IceWaveWeakness",1,1)
goto "ClassBase0::Pain.IceWaveB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.IceWaveB"
Pain.FlashBomb:
PLAY H 0 A_JumpIfInventory("FlashBombWeakness",1,1)
goto "ClassBase0::Pain.FlashBomb"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FlashBomb"
Pain.FlashBombB1:
PLAY H 0 A_JumpIfInventory("FlashBombWeakness",1,1)
goto "ClassBase0::Pain.FlashBombB1"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FlashBombB1"
Pain.FlashBombB2:
PLAY H 0 A_JumpIfInventory("FlashBombWeakness",1,1)
goto "ClassBase0::Pain.FlashBombB2"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FlashBombB2"
Pain.FlashBombT:
PLAY H 0 A_JumpIfInventory("FlashBombWeakness",1,1)
goto "ClassBase0::Pain.FlashBombT"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.FlashBombT"
Pain.WaterBalloon:
PLAY H 0 A_JumpIfInventory("WaterBalloonWeakness",1,1)
goto "ClassBase0::Pain.WaterBalloon"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.WaterBalloon"
Pain.WaterCannon:
PLAY H 0 A_JumpIfInventory("WaterBalloonWeakness",1,1)
goto "ClassBase0::Pain.WaterCannon"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.WaterCannon"

Pain.MegaBall:
PLAY H 0 A_JumpIfInventory("MegaBallWeakness",1,1)
goto "ClassBase0::Pain.MegaBall"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.MegaBall"

//MM8//MM8//MM8//MM8//MM8
//MM8//MM8//MM8//MM8//MM8
/////////////////////////
//MMB//MMB//MMB//MMB//MMB
//MMB//MMB//MMB//MMB//MMB
Pain.TenguBlade:
PLAY H 0 A_JumpIfInventory("TenguBladeWeakness",1,1)
goto "ClassBase0::Pain.TenguBlade"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.TenguBlade"
Pain.Kamaitachi://TenguBlade
PLAY H 0 A_JumpIfInventory("TenguBladeWeakness",1,1)
goto "ClassBase0::Pain.Kamaitachi"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.Kamaitachi"
Pain.CopyVision:
PLAY H 0 A_JumpIfInventory("CopyVisionWeakness",1,1)
goto "ClassBase0::Pain.CopyVision"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.CopyVision"
Pain.LightningBolt:
PLAY H 0 A_JumpIfInventory("LightningBoltWeakness",1,1)
goto "ClassBase0::Pain.LightningBolt"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.LightningBolt"
Pain.IceWall:
PLAY H 0 A_JumpIfInventory("IceWallWeakness",1,1)
goto "ClassBase0::Pain.IceWall"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.IceWall"
Pain.IceWallB:
PLAY H 0 A_JumpIfInventory("IceWallWeakness",1,1)
goto "ClassBase0::Pain.IceWallB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.IceWallB"
Pain.IceWallS:
PLAY H 0 A_JumpIfInventory("IceWallWeakness",1,1)
goto "ClassBase0::Pain.IceWallS"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.IceWallS"
Pain.SpreadDrill:
PLAY H 0 A_JumpIfInventory("SpreadDrillWeakness",1,1)
goto "ClassBase0::Pain.SpreadDrill"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SpreadDrill"
Pain.SpreadDrill2:
PLAY H 0 A_JumpIfInventory("SpreadDrillWeakness",1,1)
goto "ClassBase0::Pain.SpreadDrill2"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SpreadDrill2"
Pain.SpreadDrill3:
PLAY H 0 A_JumpIfInventory("SpreadDrillWeakness",1,1)
goto "ClassBase0::Pain.SpreadDrill3"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SpreadDrill3"
Pain.SpreadDrillB:
PLAY H 0 A_JumpIfInventory("SpreadDrillWeakness",1,1)
goto "ClassBase0::Pain.SpreadDrillB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SpreadDrillB"
Pain.SpreadDrillB1:
PLAY H 0 A_JumpIfInventory("SpreadDrillWeakness",1,1)
goto "ClassBase0::Pain.SpreadDrillB1"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SpreadDrillB1"
Pain.SpreadDrillB4:
PLAY H 0 A_JumpIfInventory("SpreadDrillWeakness",1,1)
goto "ClassBase0::Pain.SpreadDrillB4"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SpreadDrillB4"
Pain.RemoteMine:
PLAY H 0 A_JumpIfInventory("RemoteMineWeakness",1,1)
goto "ClassBase0::Pain.RemoteMine"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.RemoteMine"
Pain.RemoteMineB:
PLAY H 0 A_JumpIfInventory("RemoteMineWeakness",1,1)
goto "ClassBase0::Pain.RemoteMineB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.RemoteMineB"
Pain.RemoteMineB2:
PLAY H 0 A_JumpIfInventory("RemoteMineWeakness",1,1)
goto "ClassBase0::Pain.RemoteMineB2"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.RemoteMineB2"
Pain.WaveBurner:
PLAY H 0 A_JumpIfInventory("WaveBurnerWeakness",1,1)
goto "ClassBase0::Pain.WaveBurner"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.WaveBurner"
Pain.WaveBurnerUW:
PLAY H 0 A_JumpIfInventory("WaveBurnerWeakness",1,1)
goto "ClassBase0::Pain.WaveBurnerUW"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.WaveBurnerUW"
Pain.MagicCard:
PLAY H 0 A_JumpIfInventory("MagicCardWeakness",1,1)
goto "ClassBase0::Pain.MagicCard"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.MagicCard"
Pain.MagicCardB:
PLAY H 0 A_JumpIfInventory("MagicCardWeakness",1,1)
goto "ClassBase0::Pain.MagicCardB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.MagicCardB"
Pain.MagicCardBF:
PLAY H 0 A_JumpIfInventory("MagicCardWeakness",1,1)
goto "ClassBase0::Pain.MagicCardBF"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.MagicCardBF"
//MMB//MMB//MMB//MMB//MMB
//MMB//MMB//MMB//MMB//MMB
/////////////////////////
//MM9//MM9//MM9//MM9//MM9
//MM9//MM9//MM9//MM9//MM9
Pain.ConcreteShot:
PLAY H 0 A_JumpIfInventory("ConcreteShotWeakness",1,1)
goto "ClassBase0::Pain.ConcreteShot"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.ConcreteShot"
Pain.TornadoBlow:
PLAY H 0 A_JumpIfInventory("TornadoBlowWeakness",1,1)
goto "ClassBase0::Pain.TornadoBlow"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.TornadoBlow"
Pain.LaserTrident:
PLAY H 0 A_JumpIfInventory("LaserTridentWeakness",1,1)
goto "ClassBase0::Pain.LaserTrident"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.LaserTrident"
Pain.PlugBall:
PLAY H 0 A_JumpIfInventory("PlugBallWeakness",1,1)
goto "ClassBase0::Pain.PlugBall"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.PlugBall"
Pain.JewelSatellite:
PLAY H 0 A_JumpIfInventory("JewelSatelliteWeakness",1,1)
goto "ClassBase0::Pain.JewelSatellite"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.JewelSatellite"
Pain.HornetChaser:
PLAY H 0 A_JumpIfInventory("HornetChaserWeakness",1,1)
goto "ClassBase0::Pain.HornetChaser"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.HornetChaser"
Pain.HornetHoney:
PLAY H 0 A_JumpIfInventory("HornetChaserWeakness",1,1)
goto "ClassBase0::Pain.HornetHoney"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.HornetHoney"
Pain.MagmaBazooka1:
PLAY H 0 A_JumpIfInventory("MagmaBazookaWeakness",1,1)
goto "ClassBase0::Pain.MagmaBazooka1"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.MagmaBazooka1"
Pain.MagmaBazooka2:
PLAY H 0 A_JumpIfInventory("MagmaBazookaWeakness",1,1)
goto "ClassBase0::Pain.MagmaBazooka2"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.MagmaBazooka2"
Pain.BlackHoleBomb:
PLAY H 0 A_JumpIfInventory("BlackHoleBombWeakness",1,1)
goto "ClassBase0::Pain.BlackHoleBomb"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.BlackHoleBomb"
Pain.BlackHoleBombB:
PLAY H 0 A_JumpIfInventory("BlackHoleBombWeakness",1,1)
goto "ClassBase0::Pain.BlackHoleBombB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.BlackHoleBombB"
//MM9//MM9//MM9//MM9//MM9
//MM9//MM9//MM9//MM9//MM9
/////////////////////////
//MM10//MM10//MM10//MM10//MM10
//MM10//MM10//MM10//MM10//MM10
Pain.SolarBlaze:
PLAY H 0 A_JumpIfInventory("SolarBlazeWeakness",1,1)
goto "ClassBase0::Pain.SolarBlaze"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SolarBlaze"
//MM10//MM10//MM10//MM10//MM10
//MM10//MM10//MM10//MM10//MM10
/////////////////////////
//MMV//MMV//MMV//MMV//MMV
//MMV//MMV//MMV//MMV//MMV
//BubbleBomb
//MMV//MMV//MMV//MMV//MMV
//MMV//MMV//MMV//MMV//MMV
/////////////////////////
//MM?//MM?//MM?//MM?//MM?
//MM?//MM?//MM?//MM?//MM?
//AlienAlienAlien
//MM?//MM?//MM?//MM?//MM?
//MM?//MM?//MM?//MM?//MM?
/////////////////////////
//MMWT//MMWT//MMWT//MMWT//MMWT
//MMWT//MMWT//MMWT//MMWT//MMWT
Pain.BusterRodG:
PLAY H 0 A_JumpIfInventory("BusterRodGWeakness",1,1)
goto "ClassBase0::Pain.BusterRodG"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.BusterRodG"
Pain.BusterRodGW:
PLAY H 0 A_JumpIfInventory("BusterRodGWeakness",1,1)
goto "ClassBase0::Pain.BusterRodGW"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.BusterRodGW"
Pain.MegaWaterS:
PLAY H 0 A_JumpIfInventory("MegaWaterSWeakness",1,1)
goto "ClassBase0::Pain.MegaWaterS"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.MegaWaterS"
Pain.MWSPush:
PLAY H 0 A_JumpIfInventory("MegaWaterSWeakness",1,1)
goto "ClassBase0::Pain.MWSPush"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.MWSPush"
Pain.MWSLift:
PLAY H 0 A_JumpIfInventory("MegaWaterSWeakness",1,1)
goto "ClassBase0::Pain.MWSLift"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.MWSLift"
Pain.HyperStormH:
PLAY H 0 A_JumpIfInventory("HyperStormHWeakness",1,1)
goto "ClassBase0::Pain.HyperStormH"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.HyperStormH"
Pain.HSHFire:
PLAY H 0 A_JumpIfInventory("HyperStormHWeakness",1,1)
goto "ClassBase0::Pain.HSHFire"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.HSHFire"
Pain.HSHCold:
PLAY H 0 A_JumpIfInventory("HyperStormHWeakness",1,1)
goto "ClassBase0::Pain.HSHCold"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.HSHCold"
Pain.HSHSuck:
PLAY H 0 A_JumpIfInventory("HyperStormHWeakness",1,1)
goto "ClassBase0::Pain.HSHSuck"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.HSHSuck"
Pain.HyperStormHF:
PLAY H 0 A_JumpIfInventory("HyperStormHWeakness",1,1)
goto "ClassBase0::Pain.HyperStormHF"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.HyperStormHF"
//MMWT//MMWT//MMWT//MMWT//MMWT
//MMWT//MMWT//MMWT//MMWT//MMWT
/////////////////////////
//MMK//MMK//MMK//MMK//MMK
//MMK//MMK//MMK//MMK//MMK
Pain.MirrorBuster:
PLAY H 0 A_JumpIfInventory("MirrorBusterWeakness",1,1)
goto "ClassBase0::Pain.MirrorBuster"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.MirrorBuster"
Pain.MirrorBuster1:
PLAY H 0 A_JumpIfInventory("MirrorBusterWeakness",1,1)
goto "ClassBase0::Pain.MirrorBuster1"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.MirrorBuster1"
Pain.MirrorBuster2:
PLAY H 0 A_JumpIfInventory("MirrorBusterWeakness",1,1)
goto "ClassBase0::Pain.MirrorBuster2"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.MirrorBuster2"
Pain.MirrorBuster3:
PLAY H 0 A_JumpIfInventory("MirrorBusterWeakness",1,1)
goto "ClassBase0::Pain.MirrorBuster3"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.MirrorBuster3"
Pain.ScrewCrusher:
PLAY H 0 A_JumpIfInventory("ScrewCrusherWeakness",1,1)
goto "ClassBase0::Pain.ScrewCrusher"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.ScrewCrusher"
Pain.ScrewCrusherM:
PLAY H 0 A_JumpIfInventory("ScrewCrusherWeakness",1,1)
goto "ClassBase0::Pain.ScrewCrusherM"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.ScrewCrusherM"
Pain.BalladeCracker:
PLAY H 0 A_JumpIfInventory("BalladeCrackerWeakness",1,1)
goto "ClassBase0::Pain.BalladeCracker"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.BalladeCracker"
Pain.Sakugarne:
PLAY H 0 A_JumpIfInventory("SakugarneWeakness",1,1)
goto "ClassBase0::Pain.Sakugarne"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.Sakugarne"
Pain.SakugarneB:
PLAY H 0 A_JumpIfInventory("SakugarneWeakness",1,1)
goto "ClassBase0::Pain.SakugarneB"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SakugarneB"
Pain.SakuRock:
PLAY H 0 A_JumpIfInventory("SakugarneWeakness",1,1)
goto "ClassBase0::Pain.SakuRock"
PLAY H 0 A_GiveInventory("SuperEffective",3)
goto "ClassBase0::Pain.SakuRock"
//MMK//MMK//MMK//MMK//MMK
//MMK//MMK//MMK//MMK//MMK
}
}