actor Toadman : ToadClassBase
{
Player.ScoreIcon "C_04B0X"
player.startitem "ToadHealthBar"
player.displayname "toadman"
player.soundclass "toadmanc"
player.startitem "RainFlushBoss"
player.startitem "ShantaeDanceAmmo", 3
player.jumpz 15

player.startitem "DrillBombWeakness2", 1

player.startitem "HyperBombWeakness", 1
player.startitem "CrashBombWeakness", 1
player.startitem "SearchSnakeWeakness", 1
player.startitem "DrillBombWeakness", 1
player.startitem "NapalmBombWeakness", 1
player.startitem "FlashBombWeakness", 1
player.startitem "DangerWrapWeakness", 1
player.startitem "RemoteMineWeakness", 1
player.startitem "LaserTridentWeakness", 1
player.startitem "BalladeCrackerWeakness", 1
States
{
Spawn:
TOAD A 0
TOAD A 0 A_JumpIfInventory("ToadLeapFlag",1,"SeeLeap")
TOAD B 1 A_JumpIfInventory("ToadDancingFlag",1,"Missile")
TOAD A 1 A_JumpIfInventory("ToadDancingFlag",1,"Missile")
Goto Spawn+3
See:
TOAD BCDE 5
Goto Spawn
SeeLeap:
TOAD C 0 A_JumpIfInventory("ToadLeapFlagX",1,"SeeLeapX")
TOAD C 1 A_JumpIfInventory("ToadLeapFlagE",1,1)
loop
TOAD B 1
Goto Spawn+3
SeeLeapX:
TOAD D 2
TOAD EB 3
Goto Spawn
Missile:
TOAD F 0 A_JumpIfInventory("ToadFireFlag",3,"MissileZ")
TOAD F 0 A_JumpIfInventory("ToadFireFlag",2,"MissileG")
TOAD F 0 A_JumpIfInventory("ToadFireFlag",1,"MissileF")
TOAD F 3
TOAD G 3 A_JumpIfInventory("ToadLeapFlag",1,"MissileLeap")
TOAD G 1 A_JumpIfInventory("ToadDancingFlag",1,"Missile")
Goto Spawn
MissileLeap:
TOAD EB 3
goto SeeLeap
MissileF:
TOAD F 2
Goto Missile
MissileG:
TOAD G 2
Goto Missile
MissileZ:
TOAD G 2 A_TakeInventory("ToadFireFlag",99)
Goto Missile

ClassPain:
TOAD H 0
goto PainContinue
DeathFix:
TOAD H 0
goto DeathContinue
ClassDeath:
TOAD H 1
goto MegaDeathEnd
}
}