actor Ballade : LightClassBase
{
Player.ScoreIcon "C_0KC0X"
player.startitem "LightHealthBar"
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
player.jumpz 13

player.startitem "ScrewCrusherWeakness2", 1

player.startitem "RollingCutterWeakness", 1
player.startitem "MetalBladeWeakness", 1
player.startitem "ShadowBladeWeakness", 1
player.startitem "GyroAttackWeakness", 1
player.startitem "SilverTomahawkWeakness", 1
player.startitem "TenguBladeWeakness", 1
player.startitem "ScrewCrusherWeakness", 1
States
{
Spawn:
BALD A 0 A_TakeInventory("BalladeJumping",999)
BALD B 1
BALD A 0
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
BALD CCCCC 1 A_JumpIf(z-floorz>0, "BalladeJumping")
BALD A 0
BALD DDDDD 1 A_JumpIf(z-floorz>0, "BalladeJumping")
BALD A 0
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
DeathFix:
BALD H 0
goto DeathContinue
ClassDeath:
BALD H 1
goto MegaDeathEnd
}
}